[IonutCava]- New tessellated terrain system based on this: http://victorbush.com/2015/01/tessellated-terrain/— Work in progress: hardcoded values, new code is in Test namespace- Split terrain geometry in two:— tessellated rendering data— physics verts + indices (used for collisions, vegetation, etc)- Old Chunk system is used only for culling objects and speeding up collision detection

[IonutCava]- Added a cross platform method of naming threads (helps with debugging)- Reduced dependency on VAR.dvd_drawID in shaders.- Work on Single/Multi thread toggle for GFX resource loading (crashes, bugs, etc)- Fix a bug in TaskPool where task states were never actually updated properly- Change threadpool implementation to use std::thread instead of boost::thread

[IonutCava]- Added initial environment mapping code:— Allow adding, per scene, of multiple environment probes that generate cube map reflections— Support 2 types of probes: infinite (such as sky only probes) and local. Local probes use an AABB that will later be used for parallax correction— Probes are held in a scene specific pool, can be updated at different rates and their results can be passed on to materials (if materials don’t need specific reflection systems such as for water or mirrors)- ToDo:— Blend between probes (currently, only the closes one is selected)— Reduce VRAM usage— Set as fallback for screen space reflections